Races

There are many varied races prevalent amongst the population. These include not only the different human races, but also the more esoteric ones such as elves, hobbits and dwarfs. Many races includes sub-species, but these often appear the same to humans or other races.

Most races gain additional points to spend on a limited selectioon of skills which reflect their upbringing. These points are allocated as if learning skills normally. Bonuses granted to races are due to their physical and emotional make up and are not counted towards any skill levels. A character with a bonus but no skill is still counted as unskilled and therefore suffers the -5 skill attempts penalty.

The races are

Racial bonuses

The racial attribute modifiers applied whern creating the character are

Race Size Wounds Str Int Will Con Dex Alt
Barbarian Big 15 +1 -1 -1 0 -1 +1
Dwarf Short 10 +1 -1 0 +1 -2 0
Elf - Grey Medium 10 -1 +1 0 -2 0 +1
  - High Medium 10 -1 0 0 -2 +1 +1
  - Sylvan Medium 10 -1 -1 +1 -1 0 +1
Gnome Short 7 -2 +1 -1 +1 +1 -1
Hobbit Small 6 -3 -1 +1 0 +1 +1
Human Medium 11 0 0 0 0 0 0

 

Barbarians

Barbarians are a hardy race of humans found up in the mountains. They have a hard life depending upon many skills for survival in a hostile environment. They are exceptionally hardy but slow witted. They detest magic and distrust all those who use it. Barbarians average 6'6"

Barbarians gain

+2 WP due to their stocky build (included in table)

Permanent bonus +1 to three different weapons from a choice of :

Start with 3 skill points spread between (max of +2)

They also gain the following :
  1. Fast healing asset
  2. Brawling +1 permanent bonus
  3. -5% hero points due to inability to learn easily. (round loss up)
  4. Permanent save against

Dwarfs

Dwarfs are short stocky people, about 4'6" tall yet weighing as much as 150lbs. They live in underground caverns or mines, preferring hilly or mountainous regions. They are loveless except for gold and gems, they are all bearded and use axes or hammers as preferred weapons. Dwarfs harbour an intense hatred of and are in continual warfare with goblins, orcs and giants.

It is inherent in their make up that dwarfs are tied to the prime material plane and are therfore extremely non magical as magic generally emanates from the alternate planes; hence they gain a +3 bonus on saves against wizard magic. This affects wizard magic only, not priestly.

Due to their stocky build for combat dwarfs act as one size larger than they are (i.e. medium not short creatures).

Dwarfs

And gain the following permanent bonuses / negatives

Their sworn enemies of, and gain +1 to hit :

They gain +2 to their defence when attacked by

Dwarfs gain +1 WP due to their stocky build (included in table)

Dwarfs start wih the following skills.

Elfs

Elfs at first sight appear the closest to humans 6' tall but with a slighter build; however, they are in fact more different than most people imagine. Elfs have spirits but no soul; this makes them immortal (barring accident). They require no sleep; however; they recharge their bodies by entering a reverie which appears very similar. As they possess spirits they are reborn after death, in another body.

These differences give them little fear of death and almost total immunity to sleep magic. They are thus immune to the effects of attacks which rely on the fear of death, such as ghouls and ghasts, although such an attack will cause them to hesitate for a round during which they will take no action other than defend themselves. They gain a bonus against other fear attacks. Sleep magic won't send them to sleep; however, it will cause them to enter a reverie from they may be awakened as if they were asleep. .

Elfs are very self-willed, refusing to follow even their own leaders if the orders seem unreasonable. This gives them a +3 on saves against Mind Control magic (e.g. sleep). Their eyesight and hearing are far superior to normal, over long distances (50 yards).

Their long childhood enables them to learn several languages in addition to Elvish and common.

Elfs gain the following permanent bonuses / negatives

The missile range bonus comes into play at the next missile range encountered, a target is not suddenly easier to hit at 51 yards compared to 49 yards. Thus a sling stone with short and medium ranges of 40 and 80 yards respectively only gets the +1 bonus once the shot is in Medium range at 80 yards.

Due to their age they start with

Knowledge +1 in one of the Sage specialisations

High

These are the strongest and best fighters . These take the war to the Orcs leading the armies to victory. Elfen magical weapons and armour is made by the High elfs. From childhood they are taught the skills of war, specialising in the longsword and ambushes.

Start with 2 skill points spread between :

High Elfs gain a permanent bonus of

Grey

Grey elfs spend more time in deep contemplation of the mysteries. The most powerful magical items tend to be made by the grey elf mages.

They start with

and a set of specialisations depending upon the master. Elf masters are either Moulders of Nature or Workers with Nature :

Moulders of Nature

Workers with Nature

Sylvan

These live deep in the woods achieving a oneness with the environment. They tend to be more insular than the others

They all start with survival at +2 and may allocate an additional 3 skill points between the specialist survival skills (to a maximum additional bonus of +2, i.e. one specialist skill at +4 and one at +3,

or three specialist skills at +3)

In addition they may allocate 2 skill points between

Gnomes

Gnomes are smaller, humorous cousins of the dwarfs. They are about 3'6" tall, have white hair and large bulbous noses. Like dwarfs they love mines and enjoy gold and gems; however, they are often found living in rocky or wooded glens as well as the hills.

Like dwarfs they may consume phenomenal amounts of beverage without becoming intoxicated; instead, they become euphoric and start insulting anything larger than themselves (lets face it that's most things).

Gnomes gain the following permanent bonuses / negatives

All gnomes start with

In addition they all cast Phantasmal Force as if they were 1 level higher (including number of power points that may be used)

Permanent +1 bonus to one of :

Permanent bonus +1 to either :

They have 60' infravision

Their sworn enemies of, and gain +1 to hit:

They gain +2 to their defence when attacked by Like dwarfs, hills do not affect their movement speed and mountains act as hills.

They are generally less skilful miners than dwarfs; however they gain

Hobbits

Hobbits are like small and plump humans, standing a mere 3' tall and weighing only about 60lbs. They come in three families; Stout, Tallfellow and Hairfoot although all have the same ability modifiers. Despite their size they are extremely dextrous and can be annoying when using their favourite weapon, the sling.

As they are continually hiding from humans, hobbits have developed a very high ability to hide in scrub if stationary. Stationary and over 25' they are effectively invisible..

Hobbits gain the following permanent bonuses / negatives

Hobbits gain the following skills

Humans

These may appear, at first sight, to be the weakest of the races; their advantage is that they learn quicker and can turn their abilities to anything. This is worked by their gaining of 10% more hero points than other races from any adventure (round down).

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